windows.gaming.input: Add stub dll.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Jacek Caban <jacek@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
de62ca8ab9
commit
5604d34439
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@ -1659,6 +1659,7 @@ enable_wevtapi
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enable_wevtsvc
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enable_wiaservc
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enable_wimgapi
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enable_windows_gaming_input
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enable_windows_media_speech
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enable_windowscodecs
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enable_windowscodecsext
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@ -21123,6 +21124,8 @@ wine_fn_config_makefile dlls/win32s16.dll16 enable_win16
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wine_fn_config_makefile dlls/win87em.dll16 enable_win16
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wine_fn_config_makefile dlls/winaspi.dll16 enable_win16
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wine_fn_config_makefile dlls/windebug.dll16 enable_win16
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wine_fn_config_makefile dlls/windows.gaming.input enable_windows_gaming_input
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wine_fn_config_makefile dlls/windows.gaming.input/tests enable_tests
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wine_fn_config_makefile dlls/windows.media.speech enable_windows_media_speech
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wine_fn_config_makefile dlls/windows.media.speech/tests enable_tests
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wine_fn_config_makefile dlls/windowscodecs enable_windowscodecs
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@ -3801,6 +3801,8 @@ WINE_CONFIG_MAKEFILE(dlls/win32s16.dll16,enable_win16)
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WINE_CONFIG_MAKEFILE(dlls/win87em.dll16,enable_win16)
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WINE_CONFIG_MAKEFILE(dlls/winaspi.dll16,enable_win16)
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WINE_CONFIG_MAKEFILE(dlls/windebug.dll16,enable_win16)
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WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input)
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WINE_CONFIG_MAKEFILE(dlls/windows.gaming.input/tests)
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WINE_CONFIG_MAKEFILE(dlls/windows.media.speech)
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WINE_CONFIG_MAKEFILE(dlls/windows.media.speech/tests)
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WINE_CONFIG_MAKEFILE(dlls/windowscodecs)
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@ -0,0 +1,9 @@
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MODULE = windows.gaming.input.dll
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IMPORTS = combase uuid
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EXTRADLLFLAGS = -mno-cygwin
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C_SRCS = \
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main.c
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IDL_SRCS = classes.idl
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@ -0,0 +1,23 @@
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/*
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* Runtime Classes for windows.gaming.input.dll
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*
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* Copyright 2021 Rémi Bernon for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#pragma makedep register
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#include "windows.gaming.input.idl"
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@ -0,0 +1,159 @@
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/* WinRT Windows.Gaming.Input implementation
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*
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* Copyright 2021 Rémi Bernon for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <stdarg.h>
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winstring.h"
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#include "wine/debug.h"
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#include "objbase.h"
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#include "initguid.h"
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#include "activation.h"
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#include "windows.foundation.h"
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#include "windows.gaming.input.h"
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WINE_DEFAULT_DEBUG_CHANNEL(input);
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static const char *debugstr_hstring(HSTRING hstr)
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{
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const WCHAR *str;
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UINT32 len;
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if (hstr && !((ULONG_PTR)hstr >> 16)) return "(invalid)";
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str = WindowsGetStringRawBuffer(hstr, &len);
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return wine_dbgstr_wn(str, len);
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}
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struct windows_gaming_input
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{
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IActivationFactory IActivationFactory_iface;
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LONG ref;
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};
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static inline struct windows_gaming_input *impl_from_IActivationFactory(IActivationFactory *iface)
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{
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return CONTAINING_RECORD(iface, struct windows_gaming_input, IActivationFactory_iface);
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}
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static HRESULT STDMETHODCALLTYPE windows_gaming_input_QueryInterface(
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IActivationFactory *iface, REFIID iid, void **out)
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{
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TRACE("iface %p, iid %s, out %p stub!\n", iface, debugstr_guid(iid), out);
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if (IsEqualGUID(iid, &IID_IUnknown) ||
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IsEqualGUID(iid, &IID_IInspectable) ||
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IsEqualGUID(iid, &IID_IAgileObject) ||
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IsEqualGUID(iid, &IID_IActivationFactory))
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{
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IUnknown_AddRef(iface);
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*out = iface;
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return S_OK;
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}
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FIXME("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
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*out = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE windows_gaming_input_AddRef(
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IActivationFactory *iface)
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{
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struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
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ULONG ref = InterlockedIncrement(&impl->ref);
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TRACE("iface %p, ref %u.\n", iface, ref);
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return ref;
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}
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static ULONG STDMETHODCALLTYPE windows_gaming_input_Release(
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IActivationFactory *iface)
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{
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struct windows_gaming_input *impl = impl_from_IActivationFactory(iface);
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ULONG ref = InterlockedDecrement(&impl->ref);
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TRACE("iface %p, ref %u.\n", iface, ref);
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return ref;
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}
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static HRESULT STDMETHODCALLTYPE windows_gaming_input_GetIids(
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IActivationFactory *iface, ULONG *iid_count, IID **iids)
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{
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FIXME("iface %p, iid_count %p, iids %p stub!\n", iface, iid_count, iids);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE windows_gaming_input_GetRuntimeClassName(
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IActivationFactory *iface, HSTRING *class_name)
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{
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FIXME("iface %p, class_name %p stub!\n", iface, class_name);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE windows_gaming_input_GetTrustLevel(
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IActivationFactory *iface, TrustLevel *trust_level)
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{
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FIXME("iface %p, trust_level %p stub!\n", iface, trust_level);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE windows_gaming_input_ActivateInstance(
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IActivationFactory *iface, IInspectable **instance)
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{
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FIXME("iface %p, instance %p stub!\n", iface, instance);
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return E_NOTIMPL;
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}
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static const struct IActivationFactoryVtbl activation_factory_vtbl =
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{
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windows_gaming_input_QueryInterface,
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windows_gaming_input_AddRef,
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windows_gaming_input_Release,
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/* IInspectable methods */
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windows_gaming_input_GetIids,
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windows_gaming_input_GetRuntimeClassName,
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windows_gaming_input_GetTrustLevel,
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/* IActivationFactory methods */
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windows_gaming_input_ActivateInstance,
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};
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static struct windows_gaming_input windows_gaming_input =
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{
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{&activation_factory_vtbl},
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1
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};
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HRESULT WINAPI DllCanUnloadNow(void)
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{
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return S_FALSE;
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}
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HRESULT WINAPI DllGetClassObject(REFCLSID clsid, REFIID riid, void **out)
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{
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FIXME("clsid %s, riid %s, out %p stub!\n", debugstr_guid(clsid), debugstr_guid(riid), out);
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return CLASS_E_CLASSNOTAVAILABLE;
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}
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HRESULT WINAPI DllGetActivationFactory(HSTRING classid, IActivationFactory **factory)
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{
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TRACE("classid %s, factory %p.\n", debugstr_hstring(classid), factory);
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*factory = &windows_gaming_input.IActivationFactory_iface;
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IUnknown_AddRef(*factory);
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return S_OK;
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}
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@ -0,0 +1,5 @@
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TESTDLL = windows.gaming.input.dll
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IMPORTS = uuid
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C_SRCS = \
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input.c
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@ -0,0 +1,228 @@
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/*
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* Copyright 2021 Rémi Bernon for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include <stdarg.h>
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#include "windef.h"
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#include "winbase.h"
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#include "winerror.h"
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#include "winstring.h"
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#include "initguid.h"
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#include "roapi.h"
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#define WIDL_using_Windows_Foundation
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#define WIDL_using_Windows_Foundation_Collections
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#include "windows.foundation.h"
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#define WIDL_using_Windows_Gaming_Input
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#include "windows.gaming.input.h"
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#include "wine/test.h"
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static HRESULT (WINAPI *pRoActivateInstance)(HSTRING, IInspectable **);
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static HRESULT (WINAPI *pRoGetActivationFactory)(HSTRING, REFIID, void **);
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static HRESULT (WINAPI *pRoInitialize)(RO_INIT_TYPE);
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static void (WINAPI *pRoUninitialize)(void);
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static HRESULT (WINAPI *pWindowsCreateString)(LPCWSTR, UINT32, HSTRING *);
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static HRESULT (WINAPI *pWindowsDeleteString)(HSTRING);
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struct gamepad_event_handler
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{
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IEventHandler_Gamepad IEventHandler_Gamepad_iface;
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LONG ref;
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};
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static inline struct gamepad_event_handler *impl_from_IEventHandler_Gamepad(IEventHandler_Gamepad *iface)
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{
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return CONTAINING_RECORD(iface, struct gamepad_event_handler, IEventHandler_Gamepad_iface);
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}
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static HRESULT STDMETHODCALLTYPE gamepad_event_handler_QueryInterface(
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IEventHandler_Gamepad *iface, REFIID iid, void **out)
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{
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if (IsEqualGUID(iid, &IID_IUnknown) ||
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IsEqualGUID(iid, &IID_IEventHandler_Gamepad))
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{
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IUnknown_AddRef(iface);
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*out = iface;
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return S_OK;
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}
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trace("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
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*out = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE gamepad_event_handler_AddRef(
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IEventHandler_Gamepad *iface)
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{
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struct gamepad_event_handler *impl = impl_from_IEventHandler_Gamepad(iface);
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ULONG ref = InterlockedIncrement(&impl->ref);
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return ref;
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}
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static ULONG STDMETHODCALLTYPE gamepad_event_handler_Release(
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IEventHandler_Gamepad *iface)
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{
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struct gamepad_event_handler *impl = impl_from_IEventHandler_Gamepad(iface);
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ULONG ref = InterlockedDecrement(&impl->ref);
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return ref;
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}
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static HRESULT STDMETHODCALLTYPE gamepad_event_handler_Invoke(
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IEventHandler_Gamepad *iface, IInspectable *sender, IGamepad *args)
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{
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trace("iface %p, sender %p, args %p\n", iface, sender, args);
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return S_OK;
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}
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static const IEventHandler_GamepadVtbl gamepad_event_handler_vtbl =
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{
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gamepad_event_handler_QueryInterface,
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gamepad_event_handler_AddRef,
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gamepad_event_handler_Release,
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/*** IEventHandler<ABI::Windows::Gaming::Input::Gamepad* > methods ***/
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gamepad_event_handler_Invoke,
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};
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static void test_Gamepad(void)
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{
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static const WCHAR *gamepad_name = L"Windows.Gaming.Input.Gamepad";
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struct gamepad_event_handler gamepad_event_handler;
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EventRegistrationToken token;
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IVectorView_Gamepad *gamepads = NULL;
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IActivationFactory *factory = NULL;
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IGamepadStatics *gamepad_statics = NULL;
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IInspectable *inspectable = NULL, *tmp_inspectable = NULL;
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IAgileObject *agile_object = NULL, *tmp_agile_object = NULL;
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HSTRING str;
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HRESULT hr;
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ULONG size;
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gamepad_event_handler.IEventHandler_Gamepad_iface.lpVtbl = &gamepad_event_handler_vtbl;
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hr = pRoInitialize(RO_INIT_MULTITHREADED);
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ok(hr == S_OK, "RoInitialize failed, hr %#x\n", hr);
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hr = pWindowsCreateString(gamepad_name, wcslen(gamepad_name), &str);
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ok(hr == S_OK, "WindowsCreateString failed, hr %#x\n", hr);
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hr = pRoGetActivationFactory(str, &IID_IActivationFactory, (void **)&factory);
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ok(hr == S_OK || broken(hr == REGDB_E_CLASSNOTREG), "RoGetActivationFactory failed, hr %#x\n", hr);
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if (hr == REGDB_E_CLASSNOTREG)
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{
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win_skip("%s runtimeclass not registered, skipping tests.\n", wine_dbgstr_w(gamepad_name));
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return;
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}
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hr = IActivationFactory_QueryInterface(factory, &IID_IInspectable, (void **)&inspectable);
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ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IInspectable failed, hr %#x\n", hr);
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hr = IActivationFactory_QueryInterface(factory, &IID_IAgileObject, (void **)&agile_object);
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ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IAgileObject failed, hr %#x\n", hr);
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hr = IActivationFactory_QueryInterface(factory, &IID_IGamepadStatics, (void **)&gamepad_statics);
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todo_wine ok(hr == S_OK, "IActivationFactory_QueryInterface IID_IGamepadStatics failed, hr %#x\n", hr);
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if (FAILED(hr)) goto done;
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hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IInspectable, (void **)&tmp_inspectable);
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ok(hr == S_OK, "IGamepadStatics_QueryInterface IID_IInspectable failed, hr %#x\n", hr);
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ok(tmp_inspectable == inspectable, "IGamepadStatics_QueryInterface IID_IInspectable returned %p, expected %p\n", tmp_inspectable, inspectable);
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IInspectable_Release(tmp_inspectable);
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hr = IGamepadStatics_QueryInterface(gamepad_statics, &IID_IAgileObject, (void **)&tmp_agile_object);
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ok(hr == S_OK, "IGamepadStatics_QueryInterface IID_IAgileObject failed, hr %#x\n", hr);
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ok(tmp_agile_object == agile_object, "IGamepadStatics_QueryInterface IID_IAgileObject returned %p, expected %p\n", tmp_agile_object, agile_object);
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IAgileObject_Release(tmp_agile_object);
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hr = IGamepadStatics_get_Gamepads(gamepad_statics, &gamepads);
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ok(hr == S_OK, "IGamepadStatics_get_Gamepads failed, hr %#x\n", hr);
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hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IInspectable, (void **)&tmp_inspectable);
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ok(hr == S_OK, "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
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ok(tmp_inspectable != inspectable, "IVectorView_Gamepad_QueryInterface returned %p, expected %p\n", tmp_inspectable, inspectable);
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IInspectable_Release(tmp_inspectable);
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hr = IVectorView_Gamepad_QueryInterface(gamepads, &IID_IAgileObject, (void **)&tmp_agile_object);
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ok(hr == S_OK, "IVectorView_Gamepad_QueryInterface failed, hr %#x\n", hr);
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ok(tmp_agile_object != agile_object, "IVectorView_Gamepad_QueryInterface IID_IAgileObject returned agile_object\n");
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IAgileObject_Release(tmp_agile_object);
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size = 0xdeadbeef;
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hr = IVectorView_Gamepad_get_Size(gamepads, &size);
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ok(hr == S_OK, "IVectorView_Gamepad_get_Size failed, hr %#x\n", hr);
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todo_wine ok(size != 0xdeadbeef, "IVectorView_Gamepad_get_Size returned %u\n", size);
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IVectorView_Gamepad_Release(gamepads);
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token.value = 0xdeadbeef;
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hr = IGamepadStatics_add_GamepadAdded(gamepad_statics, &gamepad_event_handler.IEventHandler_Gamepad_iface, &token);
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todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#x\n", hr);
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todo_wine ok(token.value != 0xdeadbeef, "IGamepadStatics_add_GamepadAdded returned token %#I64x\n", token.value);
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||||
hr = IGamepadStatics_remove_GamepadAdded(gamepad_statics, token);
|
||||
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#x\n", hr);
|
||||
|
||||
token.value = 0xdeadbeef;
|
||||
IGamepadStatics_add_GamepadRemoved(gamepad_statics, &gamepad_event_handler.IEventHandler_Gamepad_iface, &token);
|
||||
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadRemoved failed, hr %#x\n", hr);
|
||||
todo_wine ok(token.value != 0xdeadbeef, "IGamepadStatics_add_GamepadRemoved returned token %#I64x\n", token.value);
|
||||
|
||||
hr = IGamepadStatics_remove_GamepadRemoved(gamepad_statics, token);
|
||||
todo_wine ok(hr == S_OK, "IGamepadStatics_add_GamepadAdded failed, hr %#x\n", hr);
|
||||
|
||||
IGamepadStatics_Release(gamepad_statics);
|
||||
|
||||
done:
|
||||
IAgileObject_Release(agile_object);
|
||||
IInspectable_Release(inspectable);
|
||||
IActivationFactory_Release(factory);
|
||||
|
||||
pWindowsDeleteString(str);
|
||||
|
||||
pRoUninitialize();
|
||||
}
|
||||
|
||||
START_TEST(input)
|
||||
{
|
||||
HMODULE combase;
|
||||
|
||||
if (!(combase = LoadLibraryW(L"combase.dll")))
|
||||
{
|
||||
win_skip("Failed to load combase.dll, skipping tests\n");
|
||||
return;
|
||||
}
|
||||
|
||||
#define LOAD_FUNCPTR(x) \
|
||||
if (!(p##x = (void*)GetProcAddress(combase, #x))) \
|
||||
{ \
|
||||
win_skip("Failed to find %s in combase.dll, skipping tests.\n", #x); \
|
||||
return; \
|
||||
}
|
||||
|
||||
LOAD_FUNCPTR(RoActivateInstance);
|
||||
LOAD_FUNCPTR(RoGetActivationFactory);
|
||||
LOAD_FUNCPTR(RoInitialize);
|
||||
LOAD_FUNCPTR(RoUninitialize);
|
||||
LOAD_FUNCPTR(WindowsCreateString);
|
||||
LOAD_FUNCPTR(WindowsDeleteString);
|
||||
#undef LOAD_FUNCPTR
|
||||
|
||||
test_Gamepad();
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
@ stdcall -private DllCanUnloadNow()
|
||||
@ stdcall -private DllGetActivationFactory(ptr ptr)
|
||||
@ stdcall -private DllGetClassObject(ptr ptr ptr)
|
Loading…
Reference in New Issue